AbstractResearch oriented teaching in universities provides opportunities to support the student's desire to explore. A student's learning success can benefit from gamified project work, especially when students face self-guided learning processes in demanding educational activities. Gamification is defined as the use of game elements in a non-game context. Games offer the chance to improve the motivation of students, support group work, train communication skills and introduce the capacity for experimenting in safe environments. Therefore the learning effect of prospective engineers can be increased through the integration of Gamification into educational activities. This leads to higher student participation in university courses and enco...
Gamification is the utilisation of game-mechanics and game-solving methods to engage audience. It is...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
The purpose of this study is to examine the effects of using a gamification tool as a new teaching s...
AbstractResearch oriented teaching in universities provides opportunities to support the student's d...
Gamification, the use of game elements for non-gaming purposes, may just make a huge impact on educa...
The paper deals with the need for didactic and technological educational innovations in digital educ...
International audienceInvolving and stimulating students through intensive work in computer laborato...
Pedagogical innovation involving information and communications technology (ICT) may offer teachers ...
Simulation games bring the real engineering situation into class room. They are ideally suited to si...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Games support the development of a wide range of skills which are essential to the autonomous learne...
Gamification is usually defined as the use of game structure components in circumstances that are no...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
Gamification is the utilisation of game-mechanics and game-solving methods to engage audience. It is...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
The purpose of this study is to examine the effects of using a gamification tool as a new teaching s...
AbstractResearch oriented teaching in universities provides opportunities to support the student's d...
Gamification, the use of game elements for non-gaming purposes, may just make a huge impact on educa...
The paper deals with the need for didactic and technological educational innovations in digital educ...
International audienceInvolving and stimulating students through intensive work in computer laborato...
Pedagogical innovation involving information and communications technology (ICT) may offer teachers ...
Simulation games bring the real engineering situation into class room. They are ideally suited to si...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Games support the development of a wide range of skills which are essential to the autonomous learne...
Gamification is usually defined as the use of game structure components in circumstances that are no...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
Gamification is the utilisation of game-mechanics and game-solving methods to engage audience. It is...
Nowadays we live in an ever-changing society. The educational context is no exception and requires a...
The purpose of this study is to examine the effects of using a gamification tool as a new teaching s...